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added background, still needs parallax style scrolling though! - fixes #89
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a58beb58d1
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8 changed files with 47 additions and 6 deletions
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@ -5,12 +5,13 @@ define([
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"Lib/Vendor/Box2D",
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"Lib/Utilities/Options",
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"Lib/Utilities/Exception",
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"Lib/Utilities/NotificationCenter",
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"Game/" + GLOBALS.context + "/Collision/Detector",
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"Game/" + GLOBALS.context + "/GameObjects/Tile",
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"Game/" + GLOBALS.context + "/GameObjects/Item",
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"Game/" + GLOBALS.context + "/GameObjects/Items/Skateboard",
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], function (Parent, Settings, ItemSettings, Box2D, Options, Exception, CollisionDetector, Tile, Item, Skateboard) {
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], function (Parent, Settings, ItemSettings, Box2D, Options, Exception, Nc, CollisionDetector, Tile, Item, Skateboard) {
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// Public
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function TiledLevel (path, engine) {
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@ -71,10 +72,24 @@ define([
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var uid = "item-" + i;
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var item = this.createItem(uid, options);
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//this.gameObjects.animated.push(item);
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//this.gameObjects.animated.push(item);
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};
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};
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TiledLevel.prototype.addBackground = function(path) {
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var texturePath = Settings.GRAPHICS_PATH + "Backgrounds/starnight.png";
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var callback = function (mesh) {
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Nc.trigger(Nc.ns.client.view.mesh.add, mesh, 0); // FIXME: add at z layer -1 or so
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}
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Nc.trigger(Nc.ns.client.view.mesh.create, texturePath, callback, {
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width: 4000,
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height: 2959,
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x: -(4000 - Settings.STAGE_WIDTH) / 2,
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y: -(2959 + Settings.STAGE_HEIGHT + 700) / 2
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});
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}
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TiledLevel.prototype.gatherOptions = function(tiledObject) {
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var options = {};
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@ -138,7 +153,6 @@ define([
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x: object.x / Settings.TILE_RATIO,
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y: object.y / Settings.TILE_RATIO
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}
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}
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};
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